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| ENGINE_API | FSimpleElementCollector () |
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| ENGINE_API | ~FSimpleElementCollector () |
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| virtual ENGINE_API void | SetHitProxy (HHitProxy *HitProxy) override |
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| virtual void | AddReserveLines (uint8 DepthPriorityGroup, int32 NumLines, bool bDepthBiased=false, bool bThickLines=false) override |
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| virtual ENGINE_API void | DrawSprite (const FVector &Position, float SizeX, float SizeY, const FTexture *Sprite, const FLinearColor &Color, uint8 DepthPriorityGroup, float U, float UL, float V, float VL, uint8 BlendMode=SE_BLEND_Masked, float OpacityMaskRevVal=.5f) override |
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| virtual ENGINE_API void | DrawLine (const FVector &Start, const FVector &End, const FLinearColor &Color, uint8 DepthPriorityGroup, float Thickness=0.0f, float DepthBias=0.0f, bool bScreenSpace=false) override |
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| virtual ENGINE_API void | DrawTranslucentLine (const FVector &Start, const FVector &End, const FLinearColor &Color, uint8 DepthPriorityGroup, float Thickness=0.0f, float DepthBias=0.0f, bool bScreenSpace=false) override |
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| virtual ENGINE_API void | DrawPoint (const FVector &Position, const FLinearColor &Color, float PointSize, uint8 DepthPriorityGroup) override |
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| virtual ENGINE_API void | RegisterDynamicResource (FDynamicPrimitiveResource *DynamicResource) override |
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| virtual bool | IsHitTesting () override |
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| virtual int32 | DrawMesh (const FMeshBatch &Mesh) override |
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| ENGINE_API void | DrawBatchedElements (FRHICommandList &RHICmdList, const FMeshPassProcessorRenderState &DrawRenderState, const FSceneView &InView, EBlendModeFilter::Type Filter, ESceneDepthPriorityGroup DPG, uint32 NumInstances=1) const |
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| ENGINE_API void | AddAllocationInfo (FAllocationInfo &AllocationInfo) const |
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| ENGINE_API void | Reserve (const FAllocationInfo &AllocationInfo) |
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| ENGINE_API void | Append (FSimpleElementCollector &Other) |
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| bool | HasAnyPrimitives () const |
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| bool | HasPrimitives (ESceneDepthPriorityGroup DPG) const |
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| | FPrimitiveDrawInterface (const FSceneView *InView) |
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| virtual | ~FPrimitiveDrawInterface () |
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Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements.